today I plan to finish writing the end of chapter1 main plot, while the editor is doing her magic on the various camp talk dialogues. Then I'll have to write the "rebel version" variants of the first chapter
damn SMALL GAMES (tm)... #PlanetStronghold2
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looking at it, clearly writing it myself using an editor was the best choice, it was impossible for an external writer to do a good job with all the variants/variables to take into account. It's more like a game design doc than a story lol
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just an example, in a short scene: - take into account Rebel/Empire side - take into account the proposed attitude of PC, and the actual behavior - using variables like [leaders] to replace with the right names (probably the easiest thing) too difficult to outsource
pic.twitter.com/XW5xzlTDow
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Replying to @WinterwolvesG @pcmacgames
Is this the format you use when writing dialogue? I've yet to find a convenient process for heavily branching conversations, would be super cool to know how you do it!
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Replying to @ejt_brown
that is because there are variants depending on variables, for choices I just use a lot of indentation, there's no easy way to do it :P
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Replying to @WinterwolvesG @pcmacgames
Ugh! Maybe one day we'll find a silver bullet for this stuff. In the meantime I'll just be sitting over here with 20 buffers open, following my "if_PC_has_carrot goto 1_12_3_carrot.txt"...
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I split the script in many labels, but in some cases there's no other solution than to use big nested menu/if statements
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